Created
April 8, 2011 23:35
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Generate geometry for a 3d plane and insert into ci::TriMesh
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void QuadDistrustApp::createPlane() | |
{ | |
_planeMesh = new ci::TriMesh(); | |
_planeMesh->clear(); | |
float segmentsW = 4; | |
float segmentsH = 4; | |
float width = 100; | |
float height = width; | |
std::vector< std::vector<ci::Vec3f> > grid; | |
for(int i = 0; i <= segmentsW; ++i) | |
{ | |
std::vector<ci::Vec3f> row; | |
grid.push_back( row ); | |
for(int j = 0; j <= segmentsH; ++j) | |
{ | |
ci::Vec3f pos = ci::Vec3f(((float)i / segmentsW - 0.5f) * width, 0, ((float)j / segmentsH - 0.5f) * height); | |
grid[i].push_back( pos ); | |
} | |
} | |
for(int i = 0; i < segmentsW; ++i) { | |
for( int j = 0; j < segmentsH; ++j) { | |
ci::Vec3f a = grid[i ][j ]; | |
ci::Vec3f b = grid[i+1][j ]; | |
ci::Vec3f c = grid[i ][j+1]; | |
ci::Vec3f d = grid[i+1][j+1]; | |
ci::ColorA color = ci::ColorA( ci::Rand::randFloat(), ci::Rand::randFloat(), ci::Rand::randFloat(), 0.8 ); | |
std::cout << a << b << c << d << std::endl; | |
ci::Vec3f e0 = c - a; | |
ci::Vec3f e1 = c - b; | |
ci::Vec3f n = -e0.cross(e1).normalized(); | |
_planeMesh->appendVertex( a ); | |
_planeMesh->appendColorRGBA( color ); | |
_planeMesh->appendNormal( n ); | |
_planeMesh->appendVertex( b ); | |
_planeMesh->appendColorRGBA( color ); | |
_planeMesh->appendNormal( n ); | |
_planeMesh->appendVertex( c ); | |
_planeMesh->appendColorRGBA( color ); | |
_planeMesh->appendNormal( n ); | |
_planeMesh->appendVertex( d ); | |
_planeMesh->appendColorRGBA( color ); | |
_planeMesh->appendNormal( n ); | |
int vertA = _planeMesh->getNumVertices() - 4; | |
int vertB = _planeMesh->getNumVertices() - 3; | |
int vertC = _planeMesh->getNumVertices() - 2; | |
int vertD = _planeMesh->getNumVertices() - 1; | |
_planeMesh->appendTriangle( vertA, vertB, vertC ); | |
_planeMesh->appendTriangle( vertD, vertC, vertB ); | |
} | |
} | |
} |
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